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Devil_hit11

Devil_hit11

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Devil_hit11
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  • @Laluzi said:

    There would be absolutely no way to prevent him from getting stalk if he could chase you while he was doing it.

    That's not an insurmountable problem in normal gameplay, even if it means Myers is going to hug your butt and pop T3 on you in every chase (he does that already, but he can't reach T3 mid-chase without losing distance, so he typically stalks it off someone else and then finds someone healthy.) But you can't change that while he still has Tombstone Piece and his red addons, because in all of those playstyles survivors need to be able to deny stalk to have a hope of counterplay.

    why do you think people run PWYF and tombstone? those increase his m/s and allow him to stalk. ghostface slowing down m/s is also questionable.

  • it is ironic because "knight haters" would often label knight as 3 gen killer with no other purpose and now he is literally that with this cooldown. who knew BVHR was super bias towards this killer?

  • @Leachy_Jr said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760942#Comment_3760942

    No, as in after you summon a guard and he returns to you, he cannot use another for the next 15s*.

    Before the update, the cooldown was only 3s.

    His cooldowns are supposed to be split, not universal.

    they shouldn't be individual. they should ALL BE 3 seconds LIKE IT WAS BEFORE. the change is suppose give me ability cycle guards. this cooldown on guards is unwarranted and is shadow nerf.

    @Blueberry said:

    Yeah for some reason the cooldown feels very long.

    it like BVHR can't buff killers. Just give me ability to cycle guards. don't nerf my cooldown to 300%-400% in process.

  • @ChaosWam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761354#Comment_3761354

    I'd be happy with that too, except between the global cooldown, lack of guard swapping and time wasted on using Jailer over the other two, it feels really bad.

    As it stands, there's no reason to send out any other guard than Assassin because he can sometimes get hits. Only use Carnifax if you're off cooldown for pallets. Jailer locks you out too long if the survivor can loop and getting close negates him due to the hunt regression anyway.

    well they have in the past hot fix killer after their changes. knight now needs hotfix on his cooldown for his guards. 10 second is absurd for his ability. i thought they were going revert his cooldown to what it used to be pre-patch knight functioned with cycle feature.

    they need to go back to what cooldown used to be. 3 seconds. where they get idea to triple cooldown for his ability is beyond anyone understanding. now we need wait another 2-3 weeks for them to make killer playable…… classic BVHR.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761137#Comment_3761137

    the biggest thing is the shared cooldown.

    That completely changes how you approach the killer and how killer feels to play tho.

    On PTB it was fine to go for scouting patrols, because you had option to call guard of you found survivor. Well, you get punished for it now.

    Cooldown is twice as high compare to previous (live) version.

    With increasing hunting duration, you can be without a power for very long time.

    24 seconds patrol, 18 seconds hunt, 10 seconds cooldown (Jailer)

    cooldown needs to be reduced. each guard should be 3 second cooldown like it was before. the cooldown of his ability is missing patrol and hitting the guard to cancel it, also guard chase itself is a cooldown. also rework the useless yellow add-ons guard add-ons for cooldown.

  • @Ohyakno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761354#Comment_3761354

    Having a guard that just does one thing: break a pallet is a huge waste and lowers his "skill ceiling"(ugh) by giving him less versatile options to cycle through. How about that?

    i think major annoyance with this killer is his purple add-on being trash and his yellow add-on being cooldowns… add-on's. like why does he have cooldown add-on's. he already get punished for missing a guard chase from the patrol. he should have no cooldown on guards. those add-on should improve guards strength themselves like better regression kick, better assassin chase, old greaves for jailer.

    It is just BVHR logic to punished killers passively with unnecessary drawbacks.

  • @ChaosWam said:

    From my own tests:

    Carnifax is only good paired with Knight's Contract, and used for breaking pallets now.

    Assassin is the best to try and get hits and have your power back faster.

    Jailer is only good for pincer attacks, and you'd better plan that far ahead or else you're wasting too much time.

    if every guard was equally good at everything, there would be no reason to have 3 guards, just have 1 guard that does everything. i believe this what knight's skill-cieling was suppose to be but wasn't.

    the negative changes didn't need to happen but it is whatever.

  • @TerraEsram said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760786#Comment_3760786

    So, if you don't play as a SWF, or you are not strong enough like them, you just gonna loose? Why this game have to be balance with only the stronger one?

    no but your disadvantaged. your playing harder game then intended for killer balance.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760681#Comment_3760681

    The game is not balanced around hooks, it's balanced around getting people out of the game.

    which most cases is by hooks.

  • @TerraEsram said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760749#Comment_3760749

    The ######### is that? It's not because there four survivor with each 4 perk that there's 16 perks for everyone, since a lot of them are only for the survivor himself or the other

    You forgot a lot that SOLOQ is a thing, and there are more common than super strong SFW

    yeah, an issue that soloq doesn't really get perks. Is Window of opportunity "really" a perk? Is bond "really" a perk? In any case, killer needs to be balanced around 4 man strong SWF.

  • @UndeddJester said:

    I not convinced by tne doom and gloom yet.

    I've seen a few people making amazing use of the Knight with the guards on demand.

    • Using the Carnifex like an event remote pallet break on demand looks disgustingly good.
    • Using the Assassin to shoot past survivors and force them towards you to score hits is very viable, especially with the longer draw paths.
    • Using the Jailor to exert gen/hook pressure while you pursue a down elsewhere looks very good.

    You don't need the guard to be there until the moment to score a hit, you only need them there long enough to push a survivor out into a bad position so you can easily score a hit.

    I had way more fun using him as split pressure Knight when I was playing him, and I have seen some people using the new Knight very well. Its hard to say cause its the PTB, but tbh his brain dead loop cut off cheese was boring as ######### even as a Knight player... anyone using him to cheese loops likely doesn't really care about the killer anyway, and is the type of player who doesn't play to advance their skills and learn, and instead runs crap like Egg Wesker.

    These changes puts more skill expression and mind games into his kit, so even if he's weak, which I'm not yet convinced he is, I think he will be more fun to play for people who actually like to play Knight. The lame players who only use his power to cut off loops for free hits will leave him and the people who actually like the Knight will find new and interesting ways to use the new flexibility his power adds.

    The direction of his rework is healthier, and he can always get numbers buffed later if he needs it.

    yeah i am not convinced that he is dead. Just takes more skill to play for similar reward. I suspect that the player that master his kit and one-trick will win more games. this purely comes from fact that his nerfs can largely be removed by add-on's.

  • Survivors get 16 perks a game. Killer get 4 perks a game. In practice, the killer perk need to be like 1.5x-2x the strength of survivor. 90% of the perks do not come close.

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760353#Comment_3760353

    So I can happily smurf and stomp the newbies with full slugging build 24/7, what a good design

    indeed. one of major advantage to why game is kills is because it allows multiple strategies to win. yes that mean slugging is possible win condition even if it is not prominent or balanced very well. Camping and 1 stage is also valid win condition. Michael Myer's Mori is also valid win condition and does not use hooks. The killer player is free interpret for how they should win the game.

    @Blueberry said:

    The game should be based around hooks more than kills for mmr.

    it is already balanced around hooks. the vast majority of games for killer wins come from hooking 3 survivors. rarely do you bleed someone out or camp 1 stage a player. It is possible to 1 stage or Bleed slug someone out but the balance doesn't support these play-styles. They're weakest play-styles for killer.

  • @Pulsar said:

    I agree, 9 hooks is more impressive than 3 Kills against a good team.

    i don't. it often just means that killer farmed hook stages in 3vs1 instead of winning the game cleanly. i'd even argue that getting 7 hooks, exactly 7 hooks is more impressive then 9 hooks because you have chase right people at right time and find correct people to kill 2 survivor by 3 hook and 1 hook last person.

  • @FrostySeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760309#Comment_3760309

    That's my biggest issue. I'm not gonna lie and say I lose most of my games because of gen rushing, in fact, I win most of my games without having to sweat. My biggest issue is just once every 7 to 10ish matches I'll get matched up against a group of Survivors who are extremely gen efficient making it feel like there's absolutely nothing I can do. If I'm playing a really good Killer then of course I have a chance, but if I'm playing someone like Dredge or Trickster who have glaring weaknesses then I essentially get to play the game for 5 minutes before all the gens get completed.

    In my time playing DBD I've gone up against virtually every single type of player, the bully squad, extremely good loopers, streamers, etc. And by far the worst type are the ones who understand gen efficiency because there isn't much you can do in most scenarios, especially if they bring specific map offerings.

    those 7-10 matches are likely swf. adds up if you look at % that play solo and those that play swf.

  • yeah i don't know. you've been playing the game 2 perks. shrug.

  • @AggressiveFTW said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760346#Comment_3760346

    I understand where you're coming from. But reducing gen progress perks will always be the number one choice, no matter what they change in the game. I would prefer them just reworking them, so we can get rid of this boring endless meta once and for all. Also, if they decide to actually buff base kit gen defending, these perks can be problematic to still have in the game with those changes. Meaning it could potentially become too oppressive.

    every game always has a meta. you cannot remove a meta from a game. The best you can do is diversify a meta where multiple play-styles are viable. This allows the game to be less stale. You'll get occasion X perk is overpowered/too strong every now and again but it is either that or stale gameplay. gen progression and gen defence is part of said diversity.

  • @AggressiveFTW said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760293#Comment_3760293

    I long for the day the regression perks are no longer needed and are reworked to something different. In the perfect of worlds, the only gen perks we need are Trail of Torment and other perks like that. Gen perks that actually impact the game in a fun game. Rather than running gen perks just as an attempt to fix core-game issues by doing band-aid fixes.

    i think gen perks have a place in the game for killer to counter generator stacking progression perks but killer shouldn't feel like they need said perks to be relevant.

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760293#Comment_3760293

    When killers get rewarded off those perks they just keep tunneling and nothing changes. Path of least resistance and all that.

    Consider using Babysitter, Off the record or Decisive strike.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760051#Comment_3760051

    I mean, they definitely have statistics also for specific killers and pick rates...

    But they simply rarely return to perks. It has nothing to do with pick rate / kill rate (on lower end). They usually do only nerfs (also takes like a year+), but it's rare to see buffs and many new perks are beyond saving anyway.

    it is inevitable that they use numbers to balance perks as well which is why most perk receive no buffs because they're apparently good or nerf's, just think of old object of obsession and pre-running swf's. the numbers suggest that they're doing really well with perk balance because… let's say every perk above 55% is a good perk, over 60% of killer perk are well balanced.

    this is untrue but that what data suggests.

  • stack gen-blocking perks and tunnel early. corrupt intervention, deadlock, grim embrace, pain res.

    their gen changes to the perk just forces killer to tunnel every game because they do not get rewarded enough on pain res, pop goes weasel and grim embrace. killer base-kit for regression/game-delay is crap. a problem that has existed for long time.

  • in my opinion, weave attunement is healthy perk for killer. it creates risk for using items for survivors and forces the survivor to adapt their gameplay. the comparison i would make with this perk is Max C in Yugioh. It creates counter-play for going 2nd.

  • @Leachy_Jr said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760010#Comment_3760010

    That's the complaint though. Onryo and Trickster arguably are in a worse state than before, or just as bad. Idk why the balance team doesn't adjust these killers months after their changes are proven to be not enough.

    their objective was to nerf onryo. their design made 0 sense from beginning… like comparing pig boxes… the best killer slowdown in the game to 1 second insertion tapes? I don't mind them nerfing a killer that over performs in her case but rework makes it that they cannot easily numerical number tweak buff her. She needs revert with number adjustments.

    Trickster received some buffs in the PTB. survivor complained he was good and he got nerfed. than he got few reverts on his nerf but he remained add-on dependant because PTB nerfed out weighted the post-ptb buffs. if i was change him, i would change his add-on's.

    The 4 add-on i would change are following:

    Death Throes Compilation:

    Decreases Laceration meter by -2.

    -Increases the time between throws by 50%.

    -Decreases the Decay delay of the Laceration Meter by +5 seconds.

    Fizz Soda:

    When a survivor reaches 1 or more Laceration meter, the survivor is inflicted with 10 second of exhausted.

    Ji-Woon's Autograph:

    Reduces wind-up of Showstopper by -15%.

    Memento blades:

    Decreases the time between throws by +15%.

    I think trickster is an ok spot but his add-on could use some love. More of QOL changes and bug fixes.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760035#Comment_3760035

    I suppose not though the combination of both is a little concerning... but then again, that's starting to get to the Pig's side of things to be looked at I guess.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760004#Comment_3760004

    Same point as above, it is starting to lean into a Pig issue.

    Also hust read your suggestion on Leverage, that's actually a good suggestion. Also fits Skull Merchant's new power too.

    we can't have good perks that do something for killer.

    image.png

    Leverage has 61.78% kill-rate. Must be as good as pain res. No need for buffs, BVHR logic.

  • @k3ijus said:

    biggest advice i can give is dont panic, if your chasing a survivors and your unsure if you cant hit them with one blink, just wait until the next one recharges

    -blinking down reduces distance traveled

    -many survivors will run into you once you blink, make sure not to overcharge blinks

    -using more than 1 blink and swinging during blink window will increase fatigue duration, be wary of this

    As for addons, i recommend using both fragile wheeze and heavy panting; which shows you the blinks length and reduced fatigue. Dont become to reliant on these and move on to more stronger ones, like Spencers last breath.


    As for perks, Any perk build is strong with nurse, i use jolt,sloppy, pain resonance and iron maiden (incase they hop in lockers to avoid me) Nurse can be good with anything!

    surge doesn't work on nurse attacks… same for sloppy. definitely do not use basic attack perks on nurse.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760004#Comment_3760004

    You're not wrong, but the need to hook keeps Pig interrupting head traps healthy, she can't do it without going elsewhere for chases, downs and hooks.

    Basic attacks also makes that easier, which is a concern, but there is still a need to engage is chases, which pauses the timer. (Though full disclosure, I'm less happy with my suggestion now I've thought about it more).

    The only "problem" element of scream perks on Pig is Ultimate Weapon and Face the Darkness, where she can follow a survivor without starting chase and still keep interrupting boxes... THWACK! on a timer becomes another problem perk in that line if its just a cooldown.

    i don't see them buffing thwack! for same reason they nerfed ultimate weapon. it is targeted pig nerfs. Leverage i don't see them buffing either because forever freddy. if it gets buffed, it will be buffed when freddy is reworked.

  • @Blueberry said:

    I don’t see this change increasing the usage rate at all. 10 seconds isn’t gonna be the make or break for whether someone considers it or not. Also yeah, Distortion things.

    Oppression+Surveillance might get used more. dragon grip could be ok in 3 gen setups. activation timer and cooldown are main problems with that perk. dragon grip should just apply to every gen you kick for 60 seconds like call of brine.

  • these killer changes ARE the fine tuning. Onryo got changed twice so it is not out of the question those killers to get changed again. It is just that they're overall happy where those killers are at so they're not adding anymore changes.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759973#Comment_3759973

    This version off THWACK! Having it available on a 45s cooldown does have potential to be pretty nasty forcing head pops on Pig. I also think Blight and Hillbilly would like this perk a lot, and it may be a little too good on them with Lethal Pursuer.

    If it were me I would leech the OPs idea and switch it to have it triggered on basic attacks. This turns the perk into a flashlight save at downed pallets warning perk to help secure a hook. It also synergies with Game Afoot quite nicely as a catchup perk if you've hit over pallet.

    Regarding Leverage: that beats Furtive Chase, and Furtive Chase is already good in the right build... 😶

    current version also enables head-pops. if someone drops a pallet near a box, you can use that pallet to interrupt the box. overall i'd rework perk entirely to grant 16 meters of aura reading near a dropped pallet with trigger condition being the pallet drop. this does not have duration and works like Weave Attunement. It has 24 meter activation range. when the killer is further away then 24 meters, the thwack deactivates. It still requires you to hook someone to activate the perk.

    @SHWN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759741#Comment_3759741

    I don't refer about hooking, I remake THWACK! with successing general attack.

    Furtive chase already grants 5% haste and undetectable for hooking a survivor. Leverage effect is good but its duration is too low. I would make the duration infinity as long as survivor is on a hook. once survivor is unhooked, the effect persists for additional 30 seconds. this matches the perk a lot more as you are leveraging hooks.

    i still want to buff gameafoot more so than these two perks. don't get be wrong. these two perks also suck but i don't have interesting in using them.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759909#Comment_3759909

    That is a really bad idea. You would basically have to bring a Flashlight to every game and Franklins would just destroy any Survivor Team.

    And having only a limited amount of counters will make Killers even stronger the longer the match goes. This is already the case that the Killer gets stronger the longer the match is going on, if the Survivors start being unable to do counterplay, it will be even worse. Which would probably lead to some really unhealthy and boring gameplay, where Killers just try to stall as long as possible so that the Batteries of the Flashlights are gone and then they win with their uncounterable abilities.

    but that how hag was in the past. good old skull merchant gameplay.

  • @danielmaster87 said:

    I mean, it's not even a question. Hag gets ruined, far harder than any other killer, from 1 survivor interrupting her game plan. 1 survivor knows when/where/how to trip her traps, she loses the whole game. And I got tired of feeling that way, feeling that the killer was only good against bad survivors, so I quit maining her about 2 years ago. Usually people expect paragraphs of examples and proof of things like this, but there's honestly not much to talk about. You can see it. Her teleport isn't even instant except on scroll wheel which not everybody can do or wants to do. So bar scroll wheel, even in the best possible scenario you have to keep running a few seconds after in order to hit the survivor, in which case they usually get to a pallet or window.

    Small tangent but worth the perspective: I disagree with Tru3 on very few things, but this killer is one I vehemently disagree with him on. "You just place traps down, get a hook, and then win! Hag is so simple/easy!" Says the guy who knows a majority of killer wins are from facing bad survivors, who knows getting a single hook can be hard vs good survivors, and who almost always faces bad survivors on Hag WITH Rusty Shackles. Rusty Shackles is the least skillful way to play Hag, because you don't have to play with camera swings in mind, and the survivors physically can't tell when a trap has been tripped. For every match that has been a smashing success with this killer, there's 10 others where the player was basically unable to play it.

    When weighing the pros and cons of losing flashlight disabling but gaining rubbing the traps away, I don't know which is worse. The most skillful and riskiest way to counter Hag is through tripping her traps on purpose, because although it's very easy to avoid that hit, at least there's risk there of getting hit, a snowball's chance in Hell of snowballing. With flashlights which highlighted her traps as well as disarmed them, I don't know how Hags ever won against that. I'd have lobby dodged. But with running away her traps, it's still a no-skill non-interaction with the killer, with the only downside being it takes a few seconds. Guess what? With tripping which is usually more skillful, you can just trip 5-7 of her traps in about the same amount of time, assuming she set them all up on hook. How then is that strategy "skilless" for her and helps her win when she just loses all her traps in seconds and the person still gets unhooked? Because that's the complaint I always hear. Hags who know what they're doing don't do that. So you can tell most criticism levied against her is from low skill survivors.

    Maybe I'll try using her trap range reduction add-ons, or her 117.5% add-ons, and see if that changes my perspective at all. But otherwise I don't know what to do with this killer. I don't know why she's considered A/S tier when, again, 1 survivor who knows her counter: lose the whole game!

    i agree with tru3ta1ent. Hag is one of lowest skill-floor killers in the game. i don't think she is as low skill-floored as say something like Michael that stares at you and deletes you with a mori at the press of button but hag's gameplay is pretty cut in dry.

    as for flashlights change, it allowed counter to be more accessible. good teams don't really disable hag traps. instead, they spread out and loop very safely to avoid being downed early preventing hag from executing her camping strategy. This forces hag to 3 gen because hag has no map presence or chase potencial leaving entire game into 3 gen territory.

    traps that are put in poor places are avoided because it is like -1 trap. traps that are in high traffic area like at loops are baited using the S tech. When traps are triggered, they are triggered at the same time. So at most, hag only gets 1 hit. this type of gameplay requires a lot coordinate by SWF. Bottomline SWF never had trouble with hag. It was soloq that had trouble with hag. the flashlight removal change gives soloq survivors with poor coordination the ability to solo disable traps. As a result, hag is weaker vs soloq which is like 80% of games where as previously, she was noob-stomper vs soloq.

    i'd say her power-level is unchanged vs swf and weaker vs soloq.

  • they would never add a revive mechanic to dbd but they could add an extra hook mechanic where you get 4 hooks. the idea would be that you get silver hook stage that if you were hooked, you consume silver hook and hook timer pauses for 60 seconds. there already two perks that do that to some extent.

    Reassurance gives +30 second to an existing hook-state

    Camaradarie adds a little if someone goes close.

    This would just be power-creeped version of both perks.

  • @VomitMommy said:

    It's still very good perk for SWF. It's bad just for soloQ.

    Giving it self-care with same speed doesn't make sense, you would again give survivors additional perks and infinite self-healing.

    If you would want that for whatever reason, then it should be definetly slower than self-care.

    Buffing circle of healing is kinda an issue after Sloppy and STBFL nerfs, there is not really a good way of countering mass healing now.

    if self-care is allowed to exist as infinity slow healing, COH should exist as well. their poorly constructed killer changes on killer side is a killer issue.

  • @Smoe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759554#Comment_3759554

    I would rather have Hidey-Ho stealth mindgames be the main strength of Chucky's power instead of Slice & Dice being the main focus so that his main identity isn't reduced to that of yet another hypemobility killer as we already have too many of them, however at this point i just want Manual scamper back, so i'll take anything at this point in time as long as it means that it returns again one way or another.

    Also i feel like Slice & Dice should be more risk/reward heavy by giving him a slightly more noticable penalty for missing Slice & Dice but a better reward for hitting someone.

    respectively don't agree.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759562#Comment_3759562

    Your changes completely throw any balancing out of the window. And this is not soloQ improvement, that's completely rebalancing whole killer vs survivor.

    And mangled is kinda useless when it's time limited now, changing % is kinda pointless. You can as well replace all of them with broken.

    So if you want to nef bodyblocking with basekit bond, you can give killers basekit Forced Penance. That will do the trick without affecting general gameplay.

    mangled is kinda useless when it's time limited now, changing % is kinda pointless. You can as well replace all of them with broken.

    i can agree with that. They are scheduled to rework freddy. Originally they nerfed thanatophobia and freddy specifically. He used to be about this concept. We shall see how they change freddy. -action speed is weakest it has ever been for killer. Freddy has been dead for like 2 years. Sloppy butcher was last remaining perk standing. All weakened to the ground.

    this is not soloQ improvement, that's completely rebalancing whole killer vs survivor.

    if we focus on aura for survivor and better base-kit game-delay for killer. we are taking baby steps. bodyblocking and health-states is different angle to talk about for killer & survivor. overall my position on bodyblocking is that bodyblocking at base-kit shouldn't be good. if a survivor want to bodyblock safely, they should use an exhaustion perk to gain distance. For example 99% a sprint burst, taking a hit then use sprint burst post-hit or using small sprint to vault a window to Lithe. People have different opinion on exhaustion perks which is another whole can of worms to talk about… as some may view them as too strong especially if you talk to @Blueberry for example.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759529#Comment_3759529

    high-level swf already bodyblock without needing it.

    But you were talking about medium level, which is not true for them. Bond is going to make them on same level without skill needed.

    anti-heal perks like mangled being 30% instead of 20%.

    Funny you want something basekit and counterplay against the issue it creates it on perks...

    If perks are fine as "fix" then just use Bond if you want it so much.

    there is many other cases of survivor playing poorly due to lack of aura.

    Like what? Kindred is doing way better job at it in all situations and it does it only if needed.

    If killer doesn't have anyone hooked, then it's not really good idea to give basekit kinda "win more" effect.

    Current balance SWF and killer doesn't need to change in my opinion. Bond definitely changes it a lot.

    but swf already gets "win-more" effect at good level. why does soloq need run perk taxes to be as good as swf? a top-level soloq player should have same chances to win as top-level swf. this makes survivor much easier to balance.

    Funny you want something basekit and counterplay against the issue it creates it on perks...

    In my ideal version, i would attempt to make m1 killer less perk dependant by giving them -20% successful cooldown and a reduction of speed boost to 1.5 from 1.8. STBFL would be weakened to 2% per stack.

    One could argue that perhaps healing would not be as enjoyable with less speed, so i am suggesting that to reduce healing time from 16→12. In order to keep anti-heal perks somewhat relevant, mangled would be increased from 20→30% which is 15 second heal and thanatophobia would apply to healing at 5%. at max stacks, it would be 21.25 second heal which a little bit more then current mangled.

    I don't know about mangled timer. i don't think this is good change i am not going to judge. this is sort of different topic altogether.

    If perks are fine as "fix" then just use Bond if you want it so much.

    I do use it. I just don't think it is healthy for soloq to be running Bond and Window of opportunity in the meta because it restricts any perk variety for 80% of soloq player-base. It is same thing with killers and the game-delay perks. there should be better base-kit game-delay for killer so that killer rely less on them. I am completely fine if they even weaken slowdown perks by like halving their numbers. the thing is, i don't think they need weaken slowdown perks because survivor technically have game progression perks.

  • @Smoe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758900#Comment_3758900

    Then put a slowdown period on his scamper speed where his scamper speed is slowed down to his release scamper speed for 5 second after Scamper has been used already while in chase to prevent him from spamming pallets like before or something, i don't care what, i just don't want his scamper removed from Hidey-Ho mode no matter what, that to me is a complete and utter deal breaker, same way removing Slice & Dice or Hidey-Ho mode completely would be a deal breaker too.

    Save the maneuvering while dashing for another Killer, because it is not what Chucky is nor should mainly be about and he should most certainly not be reduced to become mainly that either.

    Also i'm just generally sick and tired of hypemobile killers, it's a power type that's been done to death at this point and offers nothing new or interesting gameplay wise, we don't need every killer to become that just because it's a popular playstyle.

    on release, i suggest that chucky either becomes 105% killer or his scamper is nerfed to 2 seconds. Scampering in Hide-oh is boosted by 100% when using S&D. they didn't really need to remove manual scamper. just weaken enough that vault →m1 is uncommon/not effective.

    another change that i do not agree with from PTB chucky to live was reduction of his m/s when missing. I think they should boost his m/s for missing to 95% but increase missed cooldown to 4 seconds. This allows chucky to use his dash for mobility without losing much m/s but doesn't allow him to miss and m1 a survivor in chases.

    Pile of nails is add-on that makes you go undetectable when you cancel your ability for 5(now 3 seconds). this add-on should be changed to grant undetectable after missing a S&D for 10 seconds.

    Their changes while in good spirit could been more refined. pile of nails add-on didn't need nerf. Cooldown m/s for missing makes it less attractive to use his ability for mobility. The scamper vaulting at loops could been address differently.

    He is still fun to play. probably my favourite dash/chase killer in the game. Just that he could been a bit better off. The lower cooldown is a good change that makes him more fun to play. Chucky is able to go for more risks and make more plays with his ability. It is just that other balance changes he got were not thought out correctly in my opinion.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759507#Comment_3759507

    i don't really use bond in swf.

    Because they don't need it, but it is going to allow way easier gameplay for them.

    the perk will help soloq more than swf especially at medium levels

    Medium level SWF doesn't have that good call outs anyway. Everything it improves for soloQ also works for SWF, but body blocking is going to be used by SWF way more than SoloQ can ever dream of.

    saving a survivor from the hook in the end game vs m1 killer is so poor. it is ridiculously for how many people die in end game because of their poor coordination.

    If this is your example you want improved, than kindred is doing way better job at this anyway. You know, survivor on hook....

    You could see who is going for save, who is still on gate, easier finding a location for healing.

    For soloQ that's better than bond can ever be. While those results are really easy for SWF.

    high-level swf already bodyblock without needing it. it is more that soloq becomes able to bodyblock. My position on bodyblocking remains the same. decreasing the cooldown of basic attacks+reducing survivor sprint burst is my suggest change to lowering the potency of that.

    if healing become too weak, than maybe make healing 12 seconds but slightly buff anti-heal perks like mangled being 30% instead of 20%. Maybe they'll revert thanatophobia to apply towards healing like before.

    If this is your example you want improved, than kindred is doing way better job at this anyway. You know, survivor on hook....

    that is just an example. there is many other cases of survivor playing poorly due to lack of aura.

  • @BlightedDolphin said:

    Hag could use some love but she would need some nerfs to go alongside that change. Being able to TP to someone across the map with no cool down is insanely good.

    I also don't see why she would need to be 115% in that scenario. This would make it so she has one of the best map pressures and her already good chase just becomes better.

    She needs a minor rework rather than just massive buffs.

    why? TP only works if survivor triggers the trap. they can cleanse traps. She's 3 gen killer and hook camping killer. I think all traps killer are pretty much the same. they suck at the chase and have crap time efficiency but are masterful campers.

    115% and global tp only enable hag to not rely on 3 gen and hook camping. it is still m1 killer in principal without trap triggers so i don't think it will change much. hag's will 3 gen and hook camp due to character archetype design.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759495#Comment_3759495

    Bond basekit doesn't really make it smaller. Effect of bond is going to be used better by SWF than soloQ.

    i don't really use bond in swf. the perk will help soloq more than swf especially at medium levels. At medium level of survivor, saving a survivor from the hook in the end game vs m1 killer is so poor. it is ridiculously for how many people die in end game because of their poor coordination.

    @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759497#Comment_3759497

    I don't know, not running into gens with ongoing repair seems to be stronger than anything SWF can pull off

    a big part of why soloq does gens so slowly is because they don't loop in correct places when other people are doing gens. it gives killer free generator defence. I also think that healing is not nearly as optimized in soloq as it could be creating unnecessary attachment to med-kits.

  • @Blueberry said:

    I'll trade you that for Corrupt base kit.

    i also don't think that corrupt is the way. i think buffing base regression so that kicking is more rewarding like 150%-200% is more logical. i don't feel like early game is that bad for killer. what i do feel is that i can't keep map presence on majority of killers because my ability regress is non-existent. it is just hook rush vs gen-rush game that favor's survivors. Of course survivor need to be good at chase for it to favor them but i have to massively outpace, outplay my opponent as killer to remotely keep up.

    survivor can make ton of looping mistakes, gameplay errors and still put a ton of pressure on killer. i feel like killer play should be a little bit more impactful on outcome of gen pressure.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759379#Comment_3759379

    I feel the same way about icons. Honestly the icons provide nearly all the information a Kindred base kit would be giving. Seems redundant.

    not really. icon give incomplete information. Like i know someone is getting chased by icon but which pallets are being broken? I'd like to know so i don't run into deadzones….. Bond base-kit would be better.

    I think this is only team-game that doesn't show information about teammates. Like can you imagine playing league of legends without shared fog of war? Like you can only see your own fog of war/vision. not your teammates? that is what DBD is like.

    I imagine that aura for survivor will show up because they'll eventually end up buffing so many killers to be at SWF-level that soloq will feel too bad to play because too many killer got buffed for SWF but thrash soloq due to self-imposed poor play.

  • @Marioneo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759362#Comment_3759362

    They can say they ain't happy all they want but confirming she ain't getting changed till next year is criminal

    Just more time to get git gud. you shouldn't be waiting for dev to change something.

  • @ChaosWam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759170#Comment_3759170

    THAT is what bothers me the most.

    I don't mind if survivors can juke guards now, it makes counterplay interesting, but removing the ability to cancel guards with a new one when they put in the ability to switch which guard you want and give them cooldowns? It makes no sense, all of those worked so well together and had a good flow of cooldown management.

    i don't think assassin should be getting juked. you can't help the assassin with 3x depletion and your good play as killer loses meaning.

  • @GoodBoyKaru said:

    He's always been able to do this, it's very sadly nothing new, and despite being raised quite literally since he used to have Treatment Mode and Punishment Mode in his kit (as well as passive madness) nothing had ever been done. I guess it's because he's just not very popular so nobody really knows about it?

    or that he is not very good beyond this.

  • @SkeletalElite said:

    It's pretty commonly accepted fact that searching chests is just a waste of time. Buff default search speed from 10 seconds to 5 seconds, guarantee that items from chests are at least yellow and will never be maps or keys. It indirectly makes chest perks which are all pretty bad better and makes it so searching chests isn't throwing.

    No, chest are suppose be improved by perks. that is why perks like specialist, ace the hole, plunder instinct and appraisal exist. They just all suck. Like imagine if Ace the hole was giving brand new parts and Red syringes. Maybe than people would bother.

  • @adsads123123123123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759103#Comment_3759103

    It depends on where your ability button is located. If it's on the default Control key, it's a massive inconvenience. Pressing the control key with the pinkie finger 20+ times per match gets tiring fast. For controller, cycling through cameras will also be annoying.

    Also, in the rush of the moment, you may accidentaly not click the auto aim.

    Consider rebinding to a key that is easy for you to reach like Q or R. maybe C if you like using your thumb.

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758960#Comment_3758960

    As Ohyakno said, its not so simple. Depending on what your build is going after chests is well worth the effort from green toolboxes to keys. You may have to be flexible depending on what you get but working on boxes has saved but us and teammates in the past. This perk Specialist in particular is permanent progress, which as the name implies cant be regressed by the likes of pain res or pop. After all if those 22 seconds on a gen get burned off then that time doesn't seem all that well spent. Its a trade off, spend time doing boxes, get permanent time off a gen which on maps like RPD or Swamps is a very nice blessing.

    it is that simple. if this perk doesn't grant you an estimated 22 second recovered from searching chest between walking time and chest searching, it is not really worth selecting. This perk certainly doesn't do that.

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759002#Comment_3759002

    Time performance is definitely far worse, I just don't want any perks that makes defending gen impossible as "meta" or something that is common

    I'd rather have this dead even if it costs deja vu buffed to 10%, to be honest

    ii mean defending gens is already impossible with current iteration perk. you can bring 4 BNP for -40 charges and -24 charges. -64 charges is 26 second gen. If this your last gen. your not defending a 26 second gen.

    Second point is that generator are already impossible to defend because of 8 regression limit. So all survivor at base-kit have anti 3 gen mechanic. They don't really need this perk. this perk would been great vs old skull merchant but that no longer exists.

    Looting chest isn't really worth it in the average soloq match. this perk is suppose make chest looting less of time sink but it is not good enough time sink reduction to use. Too low numbers.

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758960#Comment_3758960

    Reduced maximum charge is notably stronger than normal charges though

    only for defending 3 gen setups. on average killer has crap level of regression. Deja vu or % repair bonus are superior because they degrade regression and the bonus is consistent.

    the killer still takes 400% regress but you progress 6% faster. so your regression is like 6% worse. effectively, it is like having 432% regression. Pain res is 6% worse. etc.

    You are correct in saying that Specialist is good for 3 gens. At same time, who is really going bring chest offering and specialist to counter 3 gens. I don't think anyone going to do that.

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